AIGameDev conference was great. I didn't find any time during my stay in Vienna to look into Dragontorc, but during weekend I managed to do few things, so here we go with the changes:
- fixed bug with loading bitmaps (vala's "private set, public get" is messed up for structs, I should report that)
- fixed lots of AI BASIC issues:
- fixed loading expressions
- fixed loading "wait" command
- fixed "or" operator
- fixed "offset" for movement command
- extended debug info that goes to log
- fixed incorrect usage of Unique Event Groups (bug allowed to unlock chest with any key)
- fixed using rating rule instead of rating for default query element
- added default movement style
- added default reference for library solvers
- fixed overlapping objects check
- fixed stats (gee's strange issue - it may only store int as value of map, it won't work with float but if you encode float as int (value of pointer to float pointing at int and vice versa), it of course works fine thanks to vala compiling to C)
- objects may be killed/destroyed (and fixed some bugs related to it)
And last thing means that both player and enemies may be killed now - I killed few wisps with missiles/firebolts and they killed me with just going through me for some long time.
With next Milestone (I am just that small bit (that grows into more small bits) from finishing this one! More time I will spend on getting graphics from original Dragontorc, even if it is just temporary graphics) I will give numbers to Weekly updates and I will provide some video more often.
Hi:
ReplyDeleteAs you ask for feedback in the comments of the previous update, here are one question and one suggestion (I understand that both are still very far in this stage of development).
1) Are you planning to include music and sound effects?
2) If you are grabbing original graphics for testing but will be using newly made graphics in final product, it would be great if the player could switch in-game between the two version with some hot key. Something like what LucasArts did with their Monkey Island SE (http://www.lucasarts.com/games/monkeyisland/)
Regards.
Thanks for the question and suggestion :)
Delete1) Yes. Sound effects for sure, but without any special stuff. And with music I'd like to connect environment with the music (so for example dripping water would be in sync with some notes in music) and changing music (by either changing it completely, as for example in old Lucas Arts games, or by just enabling/disabling tracks, as in recent Vessel - but probably some mix of it with new features).
2) I'd like to have graphics that I could switch but I don't know yet if during the game or rather as an option that would require restarting. One of the other problems are copyrights for original game, but this can be solved by adding unofficial mod to the game with original gfx. Second problem is that, not only I will have to create new graphics for new game, but I will have to probably retro fit it to old graphics (in original game skeleton had just 3 frames of animation and I want to add telegraphed melee attacks, so I will need more frames for sure).
I also want to mention one more thing and to make it as clear as possible. I won't do 100% accurate remake. It will be possible to modify remake to be closer to original games, but as I plan it, I want to extend it and make it not only richer but also modify some things that would make it, as I believe, a better game.